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That way, when Jim's character starts a fight that ends with the explosive decompression of my space boudoir, it feeds right back into the fiction instead of just being a negative modifier on a scanning roll or something. If you want to be nasty, let the crews serve as ablative armor for the sections, so you can burn through redshirts in a thematically appropriate manner.
fun house-rule idea: within each crew team (mercs, engineering, etc), have each player claim one character and flesh in out (back story etc). Then if you need to zero in on that team's exploits you can zoom in on that team and have the players take on those roles."Explosion in Engineering!""Jim, have your team take car of that!"(zoom in on Engineering and play out the repairs)
... with your permission, I am totally going to put this in the Crew section of the game. Amazing. I really, really like the 'feel' of that change of pace. Heck, when one character goes off with his crew to do something, it's a great way to get the other players involved and to alleviate some the GM's juggling.Thank you!
SUFFER HARM (+Armor)When you would suffer harm, the GM will tell you the severity (Minor, Major, Critical or Fatal). Roll+Armor.On a 6-, you suffer an injury of that severity and one or more additional effects (knockdown, drop weapon, damage armor, broken gear, etc), or you suffer an injury of a greater severityOn a 7-9, you suffer an injury of that severity.On a 10-12, you manage to avoid or resist the majority of the damage, and only suffer an injury of a lesser severity (Minor deals no damage)On a 13+, you ignore all but the worst of the damage relatively unscathed. You suffer a greatly reduced injury. (Minor and major deals no damage, Critical deals Minor, Fatal deals Major)
OPEN FIRE (+Mettle)When you fire at a target within your weapon's range, explain how you want to harm or affect them within your weapon’s capabilities, and Roll+Mettle.On a 10+ they are driven back, pinned, hurt, maimed, killed, etc, as you described. If they have protection or mitigating circumstances (cover, armor, etc) the GM will explain how the damage is reduced or lessened.On a 7-9, you get a reduced result, an unintended side-effect, and/or an additional cost for the attack (the targets get to shoot you too, having to unload your whole clip to hit, other enemies get to act, you cause property damage, etc)
I guess if you really want to codify it well and stay true to *world ... well at that point I'd almost suggest having separate basic moves for space ships, instead. When you're in your space ship, the ship has it's own set of moves and it's own stats. You can do things on board that affect how the ship functions, but the ship is almost like it's own character. Pull a FATE-Fractal, *World style.
Artificial Origin seems worth keeping to me, perhaps with some tweaks so it can be geared to robotic or biological beginnings. There are cool robots in sci-fi, and I think there are cool story opportunities with newly awakened AI characters. I think the biological stuff could still be cool though; in particular, I'm reminded of Grunt from the Mass Effect series. What are the common threads between these artificial characters? What jumps out to me is they might not have memories, maybe they are physically or mentally more powerful than those around them, and maybe a drive to uncover their origins or reconcile their current morals with the purpose they were originally constructed for.
This is one of the projects I'm most excited about, BTW.I'd like to see Artificial stay in the setting, but maybe instead of stat boosts it has abilities that make it more than/ less than human.Synthetic: The PC looks biological and their body mimics human organ structure, but they technically aren't alive. Synthetics are no stronger or tougher than a normal humans but they don't need to breathe and can survive in a wide range of environments, including vacuum for short periods of time. One Gadget can be installed in their bodies as a 'built in' function. They need to recharge periodically and still need to "eat" to keep functioning, but it isn't food, really. (I'm picturing the Replicants from Bladerunner or Bishop from Aliens)Clone: The PC is a copy of another person. (If the PC has both Synthetic and Clone they are a Synthetic Clone). As a Clone you were imprinted with your 'parent's' memories, but they aren't real memories, just a database of events, really. You din't inherit their skills or special talents. (Maybe Clone acts similar to Contacts and/or Rep but on a failed roll you are recognized as a blank market clone?)
@Archangel3d I haven't had a chance to look over everything in detail, but I just wanted to say I really love UW's vibe. It's easy to be inspired by, which I think is always a good sign. Hopefully I can make a character and post it up here soon. Thanks for showcasing your work, keep it up!
This is one of the projects I'm most excited about, BTW.
Between two Jump points, the player’s ship comes upon a large debris field, caused by a recent space battle. The ships belong to [Faction A] and [Faction B], and most are entirely destroyed. However, one vessel belonging to [Faction A] is still intact enough to be emitting a distress beacon. In addition to having lost its engines, the ship is also suffering from another [Major Issue].Onboard, boarding troops of [Faction B] have taken control of the ship, imprisoning the [Faction A] crew. In the ship’s hold is a [Unique Thing]. Eventually, the [Major Issue] becomes a lot more pressing/dangerous, and to make matters worse [Faction C] shows up with a boarding ship of their own, demanding the [Unique Thing].
Chargen and the associated Faction-introduction is so straightforward and pleasing that I think offering pre-generated characters and factions are almost a disservice. Likewise, the Faction system seems at odds with having an established setting.I'd rather see more building blocks and jumping off points. For example, for each pair of Faction types, what are some ways those Factions might come into conflict, and how might it involve the PCs? Or a selection of MacGuffins and a matrix of Faction/MacGuffin interactions.
Cabin Fever?Between You, Me and the Bulkhead?
My first hunch would be something like cramped quarters.
Heck this is probably something you could post as a separate topic here on Story Games and get a ton of great, thoughtful replies.